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NS-AM7 Archer
Impact visuals changed for easier identification on behalf of the recipient.

Anti-Vehicle MANA Turret
Projectile lifespan from 4.75sec. to 3.2sec.
This change effectively reduces the max range of the weapon from 450m to 300m

Claymore
Now has an activation time of 320ms

T7 Mini-Chaingun
Magazine from 100 to 125
Ammo capacity from 400 to 500
Cone of fire bloom from 0.05 to 0
Standing hipfire CoF from 2.25 to 2.50
Walking hipfire CoF from 2.75 to 2.50
Crouching hipfire CoF from 1.75 to 2.50
Crouch-walking hipfire CoF from 2.25 to 2.50
Velocity from 600 to 500

Lasher X2
Now uses the new hipfire viewmodel (same as Anniversary edition)
Hipfire cone of fire bloom from 0.1 to 0
ADS cone of fire bloom from 0.05 to 0
(Weíre aware of bug with heavy shield obscuring AE versionís ironsights, should be sorted in a later update.)

T1 Unity
Horizontal recoil from 0.18 to 0.16875
Horizontal recoil tolerance from 0.5 to 0.375
Magazine from 40 to 50
Ammo Capacity from 240 to 250
Short reload from 2.755sec. to 3.1 sec.
Muzzle velocity from 550 to 522

Butcher
Removed spinup mechanic.
Magazine size from 150 to 500
Ammo capacity from 450 to 500
Refill ammunition per tick from 50 to 10
Min damage from 125 to 112
Equip time from 1250ms to 1300ms
Short reload from 5.4sec. to 6.2sec.
Long reload from 6.2sec. to 7sec.
Muzzle velocity from 570 to 540

Betelgeuse
Min damage from 125 to 112.

GODSAW
The GODSAW now has a secondary firing mode which deals minor damage to vehicles, but reduces its damage against infantry by 50%.

Skorpios
Forward Grip, HVA, Extended Magazine
Now properly restores one magazine per tick from ammo boxes
Max damage range from 10 to 8
Min damage range from 48 to 60
ADS Cone of Fire from 0.2 to 0.3
Vertical recoil from 0.3 to 0.2
Recoil angle from 20 to 15
Horizontal recoil from 0.3/0.392 to 0.225/0.294
Horizontal recoil tolerance from 0.9 to 0.675
Short reload from 1.74sec. to 2.08sec.
Long reload from 2.8sec. to 3.36sec.

Armistice
Forward Grip, Extended Magazine, HVA
Now properly restores one magazine per tick from ammo boxes
Max damage range from 6 to 4
Min damage range from 50 to 62
Velocity from 388 to 370
ADS Cone of Fire from 0.2 to 0.3
Vertical recoil from 0.225 to 0.15
Horizontal recoil from 0.3470/0.3760 to 0.26/0.282
Horizontal recoil tolerance from 0.9 to 0.675
Short reload from 2.25sec. to 2.7sec.
Long reload from 2.92sec. to 3.5sec.

Tempest
Forward Grip, Extended Magazine, HVA
Now properly restores one magazine per tick from ammo boxes
Max damage range from 6 to 4
Min damage range from 54 to 66
ADS Cone of Fire from 0.2 to 0.3
Vertical recoil from 0.36 to 0.3
First shot recoil multiplier from 2.25 to 2.5
Horizontal recoil from 0.212/0.304 to 0.159/0.3
Horizontal recoil tolerance from 0.7 to 0.675
Short reload from 1.855sec. to 2.23sec.
Long reload from 3sec. to 3.6sec.

The Immortal
Velocity from 163 to 325
ADS CoF bloom from 0.12 to 0.06
Magazine size from 17 to 15
Ammo capacity from 85 to 90

The Executive
Velocity from 188 to 375
ADS CoF bloom from 0.14 to 0.07
Magazine size from 15 to 13
Ammo capacity from 75 to 78

The President
Velocity from 188 to 375
ADS CoF bloom from 0.1 to 0.05
Magazine size from 21 to 18
Ammo capacity from 105 to 108

Vehicle BalanceVehicle Knockback
Vehicle knockback felt too sluggish in realistic conditions, and overall wasn't a good fit for the game. This mechanic has been shelved for now, though we may explore using knockback as a feedback mechanism in the future, instead of a mechanic with more tangible gameplay implications.

Aspis Anti-Air turrets (lattice base version)
Projectile lifespan from 3sec. to 1.2sec.
Projectiles now detonate at the end of their lifespan.
This change brings the maximum effective range of base turrets to 450 meters to focus their role on the defense of the base, instead of influencing far-off fights.

GalaxyBulldog
Direct damage from 1000 to 600
Indirect damage from 500 to 400

Sunderer

Empire Specific Weapons
These weapons have had baseline adjustments to damage and in some cases, mechanics. Please provide feedback.
Siegebreakerís camera and model have been fixed and adjusted.

Deployment Shield
Maximum health from 2000 to 2500.

Basilisk
Pitch down limit from 24 to 18

Bulldog
Pitch down limit from 17 to 11

Fury
Pitch down limit from 17 to 11
Refill ammo per tick from 32 to 16

Walker
Pitch down limit from 0 to 5

Ranger
Pitch down limit from 0 to 5

ANT
Empire Specific top-weapons have been shelved
Fixed various third person top-turret cameras

Basilisk
Pitch down limit from 24 to 15

Fury
Pitch down limit from 17 to 11
Refill ammo per tick from 32 to 16
Indirect damage from 334 to 150

Kobalt
Pitch down limit from 25 to 18

Walker
Pitch down limit from 0 to 5

Ranger
Pitch down limit from 0 to 5

Bulldog
Pitch down limit from 17 to 11

Prowler, Magrider, Vanguard

Top Armor
The top armor cert line now increases resistance to C4.
Currently, two bricks will barely destroy these vehicles (so effectively no change if you were getting destroyed by two bricks prior,) but we are open to adjustment after seeing how it affects the desirability of the top armor cert line.

Vehicle thermals not highlighting infantry is a pretty enormous change, and is going to invalidate it as an optic for a lot of anti-infantry weapons. On the other hand, it'll highlight vehicles and aircraft from farther away... not sure how useful that is, outside of tracking vehicles in hard to parse areas like Hossin's swamps or night fighting

Galaxy bulldogs got nerfed pretty hard; direct hits will only kill infantry without any kind of defensive upgrade, though splash isn't THAT badly affected. Get ready to need to hit and then splash most infantry targets. I suppose I'm on board with this, though, considering how dominating a Galaxy gunship is in a small fight.

Looks like most of the vehicle secondaries on the Sunderer are having their gun depression reduced to create more of a blind spot close to the Sunderer. Interestingly, Walkers are actually GETTING 5 degrees, which means that a dual walker Sundy will be less likely to run into situations where it can't engage ground targets; we already know the walker is a surprisingly capable AV platform, so that makes running an AA bus a lot more attractive.

Comment

Adding more ammo to the Pelter isn't going to change much. What would be interesting is a suggestion that's been put out there by many people of moving the Pelter to a wing slot on the Valk and allowing it be controlled by the pilot. The low damage and splash effect would be a good complement to the other weapons controlled by the gunner and actually allow you to do some damage before being driven off by AA.

Comment

Just last night I had my AV Mana Turret set up on the western side of The Crown. No more 'sniping' enemy armor at T.I. Alloys from long ranges. For reference, the rockets almost reached the bridge southwest of T.I.

Comment

After reading this more I disagree with the removal of Thermal Optics. When I was on a (very) low end GPU I relied heavily on the thermals to identify targets. Imagine getting 20fps and not being able to identify moving targets. The thermals were a clear way to use bulldogs, CAS-14E, etc.

Comment

Maybe thermal being a no-brainer default was the problem. That change might have been aimed at making the magnification options more viable for anti-infantry loadouts.

The galaxy bulldog nerf seems more severe than it is; combined splash and direct damage is still enough to kill an unupgraded infantryman, and the splash itself wasn't hit too hard. It does mean anyone running defensive items in the suit slot will take another hit, though. I think Galaxy gunships will still be viable for the same reason they always were; they're tanky and they can deliver your troops while serving as a backup spawn.

Comment

I'm not worried about the Bulldog's nerf against infantry. They didn't get it: you already have to empty the whole (10 rounds) mag to kill 2 to 3 planetmans. I mean, reliably. So what ? Now you'll just kill 2 instead of 3, and get less lucky shots.

But that's a hard nerf against vehicles; you won't be able anymore to 2-shot an ESF (and that's already hard enough); you won't be able anymore to tank a zephyr lib (6 old bulldogs to down a lib) or a bad lib at all. Damage against sundies was ridiculous, it won't be worth the effort to even target those. Armor ? Forget it too. Better fit a drake.

Oh, and there are pelters and hyenas for the gal on the PTS. So what's going to happen ? Galaxies will still farm infantry with pelters and bulldogs, will still bug off when 50% HP, and will wreak air closing in with 2 volleys of Hyenas. In a nutshell: just an update because people that play since 3 months can't bear learning how to play a game.
Meanwhile, HS ADAD MLG pros will still ruin fights with their Orion, Beetlejuice or TMG.

TL;DR (salty salty): you guys will always be welcome to get in my gal to farm MLG peasants and arrogant noobs.

Ba-dum-tss
My life before TG http://stats.dasanfall.com/ps2/player/Cairbre
Who cares about stats ? http://stats.dasanfall.com/ps2/player/Cairbr

Comment

Oh heavy scrubs grab a jetpack have fun and forget about your kd. Though I do aprove of the Godsaw change, and its something id like to see for my fortuna or something similiar. That being said Im happy about the auraxium shotgun ads buff :D, from my understanding it makes it damn near close to the range of the baron when ads. Happy about infil with the battle rifles might make the auraxium worth it for some people. NOW GIVE IT TO LA DAMMIT XD.

I dont like the idea of removing thermals, but on the brightside i suppose that means youll instantaneously see the av turret rocket. Come to think of it the mana av is getting a pretty serious nerf here. One of my annoyances is how they seem to love nerfing infantry av range. Technically it might be hard but tanks have theoretically unlimited engagement range, on infantry, but infantry dont? And i get that there much smaller targets but thats sorta what the splash is for.

I do kinda worry about the concept of cas. or even cvs (Close vehicle support) The whole point isnt to engage other vehicles the end game goal is to help out your friendly infantry with a vehicle. if every weapon takes too long to kill an infantryman than the bigger vehicle is going to be attacked far to much to provide any legitimate help to planetmans anyways rant over